mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Externalizations (by Buggler)
- Queen Palace & Interrogate meanwhile stuff - Initial POW stuff in Alma - Sectors for triggering Meduna outskirts meanwhile scene - Add Iggy to location when game progress condition met - Add Rat to location after creature meanwhile scene git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6479 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+39
-2
@@ -2340,8 +2340,8 @@ void LoadModSettings(){
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gModSettings.iBasementEntry[1] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_2", 13363);
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gModSettings.iBasementEntry[2] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_3", 13364);
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gModSettings.iBasementEntry[3] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_4", 13365);
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gModSettings.iBasementEntry[4] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_5", 13325);
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gModSettings.iBasementEntry[5] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_6", 13324);
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gModSettings.iBasementEntry[4] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_5", 13525);
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gModSettings.iBasementEntry[5] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_6", 13524);
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gModSettings.iBasementEntry[6] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_7", 0);
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gModSettings.iBasementEntry[7] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_8", 0);
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gModSettings.iBasementEntry[8] = iniReader.ReadInteger("Rebel Hideout", "BASEMENT_ENTRY_9", 0);
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@@ -2379,6 +2379,15 @@ void LoadModSettings(){
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//[Alma]
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gModSettings.sRocketRifleGridNo = iniReader.ReadInteger("Alma", "ROCKETRIFLE_POSITION", 10472);
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gModSettings.ubInitialPOWSectorX = iniReader.ReadInteger("Alma", "INITIAL_POW_SECTOR_X", 13);
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gModSettings.ubInitialPOWSectorY = iniReader.ReadInteger("Alma", "INITIAL_POW_SECTOR_Y", 9);
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gModSettings.iInitialPOWGridNo[0] = iniReader.ReadInteger("Alma", "INITIAL_POW_POSITION_1", 9208);
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gModSettings.iInitialPOWGridNo[1] = iniReader.ReadInteger("Alma", "INITIAL_POW_POSITION_2", 9688);
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gModSettings.iInitialPOWGridNo[2] = iniReader.ReadInteger("Alma", "INITIAL_POW_POSITION_3", 9215);
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gModSettings.iInitialPOWItemGridNo[0] = iniReader.ReadInteger("Alma", "INITIAL_POW_ITEM_POSITION_1", 12246);
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gModSettings.iInitialPOWItemGridNo[1] = iniReader.ReadInteger("Alma", "INITIAL_POW_ITEM_POSITION_2", 12406);
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gModSettings.iInitialPOWItemGridNo[2] = iniReader.ReadInteger("Alma", "INITIAL_POW_ITEM_POSITION_3", 12086);
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//[Grumm]
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//[Tixa]
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@@ -2391,6 +2400,10 @@ void LoadModSettings(){
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gModSettings.ubHospitalSectorY = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Y", 6);
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gModSettings.ubHospitalSectorZ = iniReader.ReadInteger("Cambria", "HOSPITAL_SECTOR_Z", 0);
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gModSettings.ubAddRatSectorX = iniReader.ReadInteger("Cambria", "ADD_RAT_SECTOR_X", 9);
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gModSettings.ubAddRatSectorY = iniReader.ReadInteger("Cambria", "ADD_RAT_SECTOR_Y", 7);
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gModSettings.ubAddRatSectorZ = iniReader.ReadInteger("Cambria", "ADD_RAT_SECTOR_Z", 0);
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//[San Mona]
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gModSettings.usPornShopRoomHans = iniReader.ReadInteger("San Mona", "PORN_SHOP_ROOM_HANS", 49);
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gModSettings.iHansGridNo = iniReader.ReadInteger("San Mona", "HANS_POSTION", 13523);
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@@ -2427,6 +2440,11 @@ void LoadModSettings(){
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gModSettings.ubSpikeNewSectorX = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_X", 5);
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gModSettings.ubSpikeNewSectorY = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_Y", 3);
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gModSettings.ubSpikeNewSectorZ = iniReader.ReadInteger("San Mona", "SPIKE_NEW_SECTOR_Z", 0);
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gModSettings.ubAddIggySectorX = iniReader.ReadInteger("San Mona", "ADD_IGGY_SECTOR_X", 5);
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gModSettings.ubAddIggySectorY = iniReader.ReadInteger("San Mona", "ADD_IGGY_SECTOR_Y", 3);
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gModSettings.ubAddIggySectorZ = iniReader.ReadInteger("San Mona", "ADD_IGGY_SECTOR_Z", 0);
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//[Estoni]
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@@ -2450,6 +2468,25 @@ void LoadModSettings(){
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gModSettings.ubWeaponCache5X = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_5_X", 9);
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gModSettings.ubWeaponCache5Y = iniReader.ReadInteger("Weapon Cache", "WEAPON_CACHE_5_Y", 13);
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gModSettings.ubMeanwhilePalaceSectorX = iniReader.ReadInteger("Meanwhile", "PALACE_SECTOR_X", 3);
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gModSettings.ubMeanwhilePalaceSectorY = iniReader.ReadInteger("Meanwhile", "PALACE_SECTOR_Y", 16);
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gModSettings.ubMeanwhileInterrogatePOWSectorX = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_SECTOR_X", 7);
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gModSettings.ubMeanwhileInterrogatePOWSectorY = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_SECTOR_Y", 14);
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gModSettings.iMeanwhileInterrogatePOWGridNo[0] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_POSITION_1", 7756);
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gModSettings.iMeanwhileInterrogatePOWGridNo[1] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_POSITION_2", 7757);
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gModSettings.iMeanwhileInterrogatePOWGridNo[2] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_POSITION_3", 7758);
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gModSettings.iMeanwhileInterrogatePOWItemGridNo[0] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_ITEM_POSITION_1", 12089);
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gModSettings.iMeanwhileInterrogatePOWItemGridNo[1] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_ITEM_POSITION_2", 12089);
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gModSettings.iMeanwhileInterrogatePOWItemGridNo[2] = iniReader.ReadInteger("Meanwhile", "INTERROGATE_POW_ITEM_POSITION_3", 12089);
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gModSettings.ubMeanwhileMedunaOutskirtsRowMinX = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_ROW_MIN_X", 2);
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gModSettings.ubMeanwhileMedunaOutskirtsRowMaxX = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_ROW_MAX_X", 6);
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gModSettings.ubMeanwhileMedunaOutskirtsRowY = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_ROW_Y", 13);
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gModSettings.ubMeanwhileMedunaOutskirtsColX = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_COL_X", 6);
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gModSettings.ubMeanwhileMedunaOutskirtsColMinY = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_COL_MIN_Y", 14);
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gModSettings.ubMeanwhileMedunaOutskirtsColMaxY = iniReader.ReadInteger("Meanwhile", "MEDUNA_OUTSKIRTS_COL_MAX_Y", 14);
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}
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// silversurfer: load item property modifiers
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+38
-3
@@ -1710,6 +1710,12 @@ typedef struct
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//[Alma]
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INT32 sRocketRifleGridNo;
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//POW stuff for QUEST_HELD_IN_ALMA
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UINT8 ubInitialPOWSectorX;
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UINT8 ubInitialPOWSectorY;
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INT32 iInitialPOWGridNo[3];
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INT32 iInitialPOWItemGridNo[3];
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//[Grumm]
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@@ -1725,6 +1731,11 @@ typedef struct
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UINT8 ubHospitalSectorY;
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UINT8 ubHospitalSectorZ;
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//add Rat to location after creature meanwhile scene
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UINT8 ubAddRatSectorX;
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UINT8 ubAddRatSectorY;
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UINT8 ubAddRatSectorZ;
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//[San Mona]
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//Porn Quest
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UINT16 usPornShopRoomHans;
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@@ -1755,12 +1766,10 @@ typedef struct
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UINT8 ubKingpinMoneySectorY;
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UINT8 ubKingpinMoneySectorZ;
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//Joey Primary Location to be found
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//Joey primary and alternate Location to be found
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UINT8 ubJoeyPrimarySectorX;
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UINT8 ubJoeyPrimarySectorY;
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UINT8 ubJoeyPrimarySectorZ;
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//Joey Alternate Location
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UINT8 ubJoeyAlternateSectorX;
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UINT8 ubJoeyAlternateSectorY;
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UINT8 ubJoeyAlternateSectorZ;
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@@ -1768,6 +1777,12 @@ typedef struct
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//Spike new location when assassins are sent
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UINT8 ubSpikeNewSectorX;
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UINT8 ubSpikeNewSectorY;
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UINT8 ubSpikeNewSectorZ;
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//add Iggy to location when game progress condition met
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UINT8 ubAddIggySectorX;
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UINT8 ubAddIggySectorY;
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UINT8 ubAddIggySectorZ;
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//[Estoni]
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@@ -1792,6 +1807,26 @@ typedef struct
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UINT8 ubWeaponCache5X;
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UINT8 ubWeaponCache5Y;
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//Meanwhile scenes
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//palace sector
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UINT8 ubMeanwhilePalaceSectorX;
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UINT8 ubMeanwhilePalaceSectorY;
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//interrogate and second POW stuff
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UINT8 ubMeanwhileInterrogatePOWSectorX;
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UINT8 ubMeanwhileInterrogatePOWSectorY;
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INT32 iMeanwhileInterrogatePOWGridNo[3];
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INT32 iMeanwhileInterrogatePOWItemGridNo[3];
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//row sectors to trigger meduna outskirts meanwhile
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UINT8 ubMeanwhileMedunaOutskirtsRowMinX;
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UINT8 ubMeanwhileMedunaOutskirtsRowMaxX;
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UINT8 ubMeanwhileMedunaOutskirtsRowY;
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//column sectors to trigger meduna outskirts meanwhile
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UINT8 ubMeanwhileMedunaOutskirtsColX;
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UINT8 ubMeanwhileMedunaOutskirtsColMinY;
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UINT8 ubMeanwhileMedunaOutskirtsColMaxY;
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}MOD_SETTINGS;
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// silversurfer: item property modifiers
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+30
-30
@@ -486,7 +486,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( QUEEN );
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ChangeNpcToDifferentSector( QUEEN, 3, 16, 0 );
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ChangeNpcToDifferentSector( QUEEN, gModSettings.ubMeanwhilePalaceSectorX, gModSettings.ubMeanwhilePalaceSectorY, 0 ); //3, 16
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}
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// SAVE MESSANGER!
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@@ -502,7 +502,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( ELLIOT );
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ChangeNpcToDifferentSector( ELLIOT, 3, 16, 0 );
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ChangeNpcToDifferentSector( ELLIOT, gModSettings.ubMeanwhilePalaceSectorX, gModSettings.ubMeanwhilePalaceSectorY, 0 );
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}
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if ( gCurrentMeanwhileDef.ubMeanwhileID == OUTSKIRTS_MEDUNA )
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@@ -520,7 +520,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( JOE );
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ChangeNpcToDifferentSector( JOE, 3, 16, 0 );
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ChangeNpcToDifferentSector( JOE, gModSettings.ubMeanwhilePalaceSectorX, gModSettings.ubMeanwhilePalaceSectorY, 0 );
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}
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}
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@@ -542,7 +542,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( QUEEN );
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ChangeNpcToDifferentSector( QUEEN, 7, 14, 0 );
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ChangeNpcToDifferentSector( QUEEN, gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0 ); // 7, 14
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}
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// SAVE MESSANGER!
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@@ -558,7 +558,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( ELLIOT );
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ChangeNpcToDifferentSector( ELLIOT, 7, 14, 0 );
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ChangeNpcToDifferentSector( ELLIOT, gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0 );
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}
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// SAVE JOE!
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@@ -574,7 +574,7 @@ void StartMeanwhile( )
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// Force reload of NPC files...
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ReloadQuoteFile( JOE );
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ChangeNpcToDifferentSector( JOE, 7, 14, 0 );
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ChangeNpcToDifferentSector( JOE, gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0 );
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}
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break;
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@@ -850,7 +850,7 @@ void EndMeanwhile( )
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gMercProfiles[ ubProfile ].sSectorX = gNPCSaveData[ cnt ].sX;
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gMercProfiles[ ubProfile ].sSectorY = gNPCSaveData[ cnt ].sY;
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gMercProfiles[ ubProfile ].bSectorZ = (INT8)gNPCSaveData[ cnt ].sZ;
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gMercProfiles[ ubProfile ].sGridNo = (INT8)gNPCSaveData[ cnt ].sGridNo;
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gMercProfiles[ ubProfile ].sGridNo = (INT32)gNPCSaveData[ cnt ].sGridNo;
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// Ensure NPC files loaded...
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ReloadQuoteFile( ubProfile );
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@@ -899,7 +899,7 @@ void DoneFadeOutMeanwhileOnceDone( )
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gMercProfiles[ ubProfile ].sSectorX = gNPCSaveData[ cnt ].sX;
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gMercProfiles[ ubProfile ].sSectorY = gNPCSaveData[ cnt ].sY;
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gMercProfiles[ ubProfile ].bSectorZ = (INT8)gNPCSaveData[ cnt ].sZ;
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gMercProfiles[ ubProfile ].sGridNo = (INT8)gNPCSaveData[ cnt ].sGridNo;
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gMercProfiles[ ubProfile ].sGridNo = (INT32)gNPCSaveData[ cnt ].sGridNo;
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// Ensure NPC files loaded...
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ReloadQuoteFile( ubProfile );
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@@ -975,8 +975,8 @@ void HandleCreatureRelease( void )
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UINT32 uiTime = 0;
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MEANWHILE_DEFINITION MeanwhileDef;
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -997,8 +997,8 @@ void HandleMeanWhileEventPostingForTownLiberation( UINT8 bTownId )
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UINT8 ubId = 0;
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BOOLEAN fHandled = FALSE;
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1053,8 +1053,8 @@ void HandleMeanWhileEventPostingForTownLoss( UINT8 bTownId )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1084,8 +1084,8 @@ void HandleMeanWhileEventPostingForSAMLiberation( INT8 bSamId )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1132,8 +1132,8 @@ void HandleFlowersMeanwhileScene( INT8 bTimeCode )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1165,8 +1165,8 @@ void HandleOutskirtsOfMedunaMeanwhileScene( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1188,8 +1188,8 @@ void HandleKillChopperMeanwhileScene( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1211,8 +1211,8 @@ void HandleScientistAWOLMeanwhileScene( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1234,8 +1234,8 @@ void HandleInterrogationMeanwhileScene( void )
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return;
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}
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MeanwhileDef.sSectorX = 7; // what sector?
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MeanwhileDef.sSectorY = MAP_ROW_N;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; // interrogate sector
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1258,8 +1258,8 @@ void HandleFirstBattleVictory( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -1286,8 +1286,8 @@ void HandleDelayedFirstBattleVictory( void )
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return;
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}
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MeanwhileDef.sSectorX = 3;
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MeanwhileDef.sSectorY = 16;
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MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX;
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MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY;
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MeanwhileDef.ubNPCNumber = QUEEN;
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MeanwhileDef.usTriggerEvent = 0;
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@@ -340,7 +340,10 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
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}
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// SetSectorFlag( sMapX, sMapY, bMapZ, SF_SECTOR_HAS_BEEN_LIBERATED_ONCE );
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if ( bMapZ == 0 && ( ( sMapY == MAP_ROW_M && (sMapX >= 2 && sMapX <= 6) ) || sMapY == MAP_ROW_N && sMapX == 6) )
|
||||
if ( bMapZ == 0 && ( ( ( sMapX >= gModSettings.ubMeanwhileMedunaOutskirtsRowMinX && sMapX <= gModSettings.ubMeanwhileMedunaOutskirtsRowMaxX ) && //row x range
|
||||
sMapY == gModSettings.ubMeanwhileMedunaOutskirtsRowY ) || //row y
|
||||
( sMapX == gModSettings.ubMeanwhileMedunaOutskirtsColX && // col x
|
||||
( sMapY >= gModSettings.ubMeanwhileMedunaOutskirtsColMinY && sMapY <= gModSettings.ubMeanwhileMedunaOutskirtsColMaxY ) ) ) ) //col y range
|
||||
{
|
||||
|
||||
#if (defined JA2UB)
|
||||
|
||||
+22
-19
@@ -85,7 +85,8 @@ extern INT32 giGarrisonArraySize;
|
||||
extern BOOLEAN gfOverrideSector;
|
||||
#endif
|
||||
|
||||
INT32 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
|
||||
//Buggler: Externalized to gModSettings.iMeanwhileInterrogatePOWGridNo
|
||||
//INT32 gsInterrogationGridNo[3] = { 7756, 7757, 7758 };
|
||||
|
||||
#ifdef JA2UB
|
||||
INT32 gsGridNoForMapEdgePointInfo=-1;
|
||||
@@ -2076,8 +2077,8 @@ void EndCaptureSequence( )
|
||||
{
|
||||
MEANWHILE_DEFINITION MeanwhileDef;
|
||||
|
||||
MeanwhileDef.sSectorX = 7;
|
||||
MeanwhileDef.sSectorY = 14;
|
||||
MeanwhileDef.sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
|
||||
MeanwhileDef.sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
|
||||
MeanwhileDef.ubNPCNumber = QUEEN;
|
||||
MeanwhileDef.usTriggerEvent = 0;
|
||||
MeanwhileDef.ubMeanwhileID = INTERROGATION;
|
||||
@@ -2102,11 +2103,11 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
BOOLEAN fMadeCorpse;
|
||||
INT32 iNumEnemiesInSector;
|
||||
|
||||
// TODO.WANNE: Hardcoded grid number
|
||||
static INT32 sAlmaCaptureGridNos[] = { 9208, 9688, 9215 }; //dnl!!!
|
||||
static INT32 sAlmaCaptureItemsGridNo[] = { 12246, 12406, 13046 }; //dnl!!!
|
||||
// Buggler: Externalized Hardcoded grid number
|
||||
//static INT32 sAlmaCaptureGridNos[] = { 9208, 9688, 9215 }; //dnl!!!
|
||||
//static INT32 sAlmaCaptureItemsGridNo[] = { 12246, 12406, 12086 }; //dnl!!!
|
||||
|
||||
static INT32 sInterrogationItemGridNo[] = { 12089, 12089, 12089 }; //dnl!!!
|
||||
//static INT32 sInterrogationItemGridNo[] = { 12089, 12089, 12089 }; //dnl!!!
|
||||
|
||||
AssertNotNIL(pSoldier);
|
||||
|
||||
@@ -2142,8 +2143,8 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
TakeSoldierOutOfVehicle( pSoldier );
|
||||
|
||||
|
||||
// Are there anemies in ALMA? ( I13 )
|
||||
iNumEnemiesInSector = NumEnemiesInSector( 13, 9 );
|
||||
// Are there enemies in ALMA? ( I13 )
|
||||
iNumEnemiesInSector = NumEnemiesInSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY ); //(13, 9)
|
||||
|
||||
// IF there are no enemies, and we need to do alma, skip!
|
||||
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED && iNumEnemiesInSector == 0 )
|
||||
@@ -2176,8 +2177,8 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
|
||||
{
|
||||
//-teleport him to NE Alma sector (not Tixa as originally planned)
|
||||
pSoldier->sSectorX = 13;
|
||||
pSoldier->sSectorY = 9;
|
||||
pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
|
||||
pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
|
||||
pSoldier->bSectorZ = 0;
|
||||
|
||||
// put him on the floor!!
|
||||
@@ -2189,27 +2190,28 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
if( pSoldier->inv[ i ].exists() == true )
|
||||
{
|
||||
WorldItem.fExists = TRUE;
|
||||
WorldItem.sGridNo = sAlmaCaptureItemsGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
||||
WorldItem.sGridNo = gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
||||
WorldItem.ubLevel = 0;
|
||||
WorldItem.usFlags = 0;
|
||||
WorldItem.bVisible = FALSE;
|
||||
WorldItem.bRenderZHeightAboveLevel = 0;
|
||||
pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
|
||||
|
||||
AddWorldItemsToUnLoadedSector( 13, 9, 0, sAlmaCaptureItemsGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
|
||||
AddWorldItemsToUnLoadedSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, 0,
|
||||
gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
|
||||
}
|
||||
}
|
||||
|
||||
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
pSoldier->usStrategicInsertionData = sAlmaCaptureGridNos[ gStrategicStatus.ubNumCapturedForRescue ];
|
||||
pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
||||
|
||||
gStrategicStatus.ubNumCapturedForRescue++;
|
||||
}
|
||||
else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE )
|
||||
{
|
||||
//-teleport him to N7
|
||||
pSoldier->sSectorX = 7;
|
||||
pSoldier->sSectorY = 14;
|
||||
pSoldier->sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
|
||||
pSoldier->sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
|
||||
pSoldier->bSectorZ = 0;
|
||||
|
||||
// put him on the floor!!
|
||||
@@ -2221,19 +2223,20 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
|
||||
if( pSoldier->inv[ i ].exists() == true )
|
||||
{
|
||||
WorldItem.fExists = TRUE;
|
||||
WorldItem.sGridNo = sInterrogationItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
||||
WorldItem.sGridNo = gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
||||
WorldItem.ubLevel = 0;
|
||||
WorldItem.usFlags = 0;
|
||||
WorldItem.bVisible = FALSE;
|
||||
WorldItem.bRenderZHeightAboveLevel = 0;
|
||||
pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
|
||||
|
||||
AddWorldItemsToUnLoadedSector( 7, 14, 0, sInterrogationItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
|
||||
AddWorldItemsToUnLoadedSector( gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0,
|
||||
gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, &WorldItem, FALSE );
|
||||
}
|
||||
}
|
||||
|
||||
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
pSoldier->usStrategicInsertionData = gsInterrogationGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
||||
pSoldier->usStrategicInsertionData = gModSettings.iMeanwhileInterrogatePOWGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
|
||||
|
||||
gStrategicStatus.ubNumCapturedForRescue++;
|
||||
}
|
||||
|
||||
@@ -54,7 +54,8 @@ BOOLEAN PlayerSectorDefended( UINT8 ubSectorID );
|
||||
|
||||
BOOLEAN OnlyHostileCivsInSector();
|
||||
|
||||
extern INT32 gsInterrogationGridNo[3];
|
||||
//Buggler: Externalized to gModSettings.iMeanwhileInterrogatePOWGridNo
|
||||
//extern INT32 gsInterrogationGridNo[3];
|
||||
|
||||
#ifdef JA2UB
|
||||
extern INT32 gsGridNoForMapEdgePointInfo;
|
||||
|
||||
@@ -725,6 +725,7 @@ void HandleNPCSystemEvent( UINT32 uiEvent )
|
||||
SetFactTrue( FACT_KINGPIN_CAN_SEND_ASSASSINS );
|
||||
gMercProfiles[ SPIKE ].sSectorX = gModSettings.ubSpikeNewSectorX; //5
|
||||
gMercProfiles[ SPIKE ].sSectorY = gModSettings.ubSpikeNewSectorY; //MAP_ROW_C
|
||||
gMercProfiles[ SPIKE ].bSectorZ = gModSettings.ubSpikeNewSectorZ; //0
|
||||
gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] = CIV_GROUP_WILL_BECOME_HOSTILE;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1911,7 +1911,7 @@ void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEA
|
||||
/* Ja25: No meanwhiles */
|
||||
#else
|
||||
// If we are in a meanwhile...
|
||||
if ( AreInMeanwhile( ) && sMapX == 3 && sMapY == 16 && !bSectorZ )//GetMeanwhileID() != INTERROGATION )
|
||||
if ( AreInMeanwhile( ) && sMapX == gModSettings.ubMeanwhilePalaceSectorX && sMapY == gModSettings.ubMeanwhilePalaceSectorY && !bSectorZ ) //GetMeanwhileID() != INTERROGATION ), (3, 16)
|
||||
{
|
||||
if( fAddAlternateMapLetter )
|
||||
{
|
||||
@@ -3114,7 +3114,7 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
||||
fPOWSquadSet = TRUE;
|
||||
|
||||
// ATE: If we are in i13 - pop up message!
|
||||
if ( sSectorY == MAP_ROW_I && sSectorX == 13 )
|
||||
if ( sSectorX == gModSettings.ubInitialPOWSectorX && sSectorY == gModSettings.ubInitialPOWSectorY ) //(13, 9)
|
||||
{
|
||||
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ POW_MERCS_ARE_HERE ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
|
||||
}
|
||||
@@ -3127,7 +3127,7 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( sSectorY != MAP_ROW_I && sSectorX != 13 )
|
||||
if ( sSectorX != gModSettings.ubInitialPOWSectorX && sSectorY != gModSettings.ubInitialPOWSectorY ) //(13, 9)
|
||||
{
|
||||
AddCharacterToSquad( pSoldier, ubPOWSquad );
|
||||
}
|
||||
|
||||
@@ -1725,7 +1725,7 @@ void HourlyProgressUpdate(void)
|
||||
}
|
||||
#endif
|
||||
// at 50% make Mike available to the strategic AI
|
||||
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressMikeAvailable )
|
||||
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressMikeAvailable )
|
||||
{
|
||||
if( gubFact[FACT_MIKE_AVAILABLE_TO_ARMY] < 2 )
|
||||
{
|
||||
@@ -1734,22 +1734,23 @@ void HourlyProgressUpdate(void)
|
||||
}
|
||||
|
||||
// at 70% add Iggy to the world
|
||||
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressIggyAvaliable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressIggyAvaliable )
|
||||
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressIggyAvaliable && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressIggyAvaliable )
|
||||
{
|
||||
if ( gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] < 2 )
|
||||
{
|
||||
gMercProfiles[ IGGY ].sSectorX = 5;
|
||||
gMercProfiles[ IGGY ].sSectorY = MAP_ROW_C;
|
||||
gMercProfiles[ IGGY ].sSectorX = gModSettings.ubAddIggySectorX; //5
|
||||
gMercProfiles[ IGGY ].sSectorY = gModSettings.ubAddIggySectorY; //MAP_ROW_C
|
||||
gMercProfiles[ IGGY ].bSectorZ = gModSettings.ubAddIggySectorZ; //0
|
||||
}
|
||||
}
|
||||
|
||||
// Flugente: on certain progress levels, the queen decides to initiate major attacks
|
||||
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage1 && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressOffensiveStage1 )
|
||||
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage1 && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressOffensiveStage1 )
|
||||
{
|
||||
ExecuteStrategicAIAction( NPC_ACTION_GLOBAL_OFFENSIVE_1, 0, 0 );
|
||||
}
|
||||
|
||||
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage2 && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressOffensiveStage2 )
|
||||
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressOffensiveStage2 && gStrategicStatus.ubHighestProgress < gGameExternalOptions.ubGameProgressOffensiveStage2 )
|
||||
{
|
||||
ExecuteStrategicAIAction( NPC_ACTION_GLOBAL_OFFENSIVE_2, 0, 0 );
|
||||
}
|
||||
|
||||
@@ -3352,18 +3352,18 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
|
||||
// Target a different merc....
|
||||
if ( usActionCode == NPC_ACTION_PUNCH_PC_SLOT_0 )
|
||||
{
|
||||
sGridNo = gsInterrogationGridNo[ 0 ];
|
||||
//pTarget = MercPtrs[ 0 ];
|
||||
sGridNo = gModSettings.iMeanwhileInterrogatePOWGridNo[ 0 ];
|
||||
}
|
||||
else if ( usActionCode == NPC_ACTION_PUNCH_PC_SLOT_1 )
|
||||
{
|
||||
//pTarget = MercPtrs[ 1 ];
|
||||
sGridNo = gsInterrogationGridNo[ 1 ];
|
||||
sGridNo = gModSettings.iMeanwhileInterrogatePOWGridNo[ 1 ];
|
||||
}
|
||||
else //if ( usActionCode == NPC_ACTION_PUNCH_PC_SLOT_2 )
|
||||
{
|
||||
//pTarget = MercPtrs[ 2 ];
|
||||
sGridNo = gsInterrogationGridNo[ 2 ];
|
||||
sGridNo = gModSettings.iMeanwhileInterrogatePOWGridNo[ 2 ];
|
||||
}
|
||||
|
||||
ubTargetID = WhoIsThere2( sGridNo, 0 );
|
||||
@@ -3473,7 +3473,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
|
||||
|
||||
for ( cnt = 0; cnt < 3; cnt++ )
|
||||
{
|
||||
ubTargetID = WhoIsThere2( gsInterrogationGridNo[ cnt ], 0 );
|
||||
ubTargetID = WhoIsThere2( gModSettings.iMeanwhileInterrogatePOWGridNo[ cnt ], 0 );
|
||||
if ( ubTargetID == NOBODY )
|
||||
{
|
||||
continue;
|
||||
@@ -4132,9 +4132,9 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
|
||||
|
||||
case NPC_ACTION_ADD_RAT:
|
||||
// add Rat
|
||||
gMercProfiles[ RAT ].sSectorX = 9;
|
||||
gMercProfiles[ RAT ].sSectorY = MAP_ROW_G;
|
||||
gMercProfiles[ RAT ].bSectorZ = 0;
|
||||
gMercProfiles[ RAT ].sSectorX = gModSettings.ubAddRatSectorX; //9
|
||||
gMercProfiles[ RAT ].sSectorY = gModSettings.ubAddRatSectorY; //7
|
||||
gMercProfiles[ RAT ].bSectorZ = gModSettings.ubAddRatSectorZ; //0
|
||||
break;
|
||||
|
||||
case NPC_ACTION_ENDGAME_STATE_1:
|
||||
|
||||
@@ -6080,16 +6080,16 @@ void TestMeanWhile( INT32 iID )
|
||||
INT32 cnt;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
MeanwhileDef.sSectorX = 3;
|
||||
MeanwhileDef.sSectorY = 16;
|
||||
MeanwhileDef.sSectorX = gModSettings.ubMeanwhilePalaceSectorX; //3
|
||||
MeanwhileDef.sSectorY = gModSettings.ubMeanwhilePalaceSectorY; //16
|
||||
MeanwhileDef.ubNPCNumber = QUEEN;
|
||||
MeanwhileDef.usTriggerEvent = 0;
|
||||
MeanwhileDef.ubMeanwhileID = (UINT8)iID;
|
||||
|
||||
if ( iID == INTERROGATION )
|
||||
{
|
||||
MeanwhileDef.sSectorX = 7;
|
||||
MeanwhileDef.sSectorY = 14;
|
||||
MeanwhileDef.sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
|
||||
MeanwhileDef.sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
|
||||
|
||||
// Loop through our mercs and set gridnos once some found.....
|
||||
// look for all mercs on the same team,
|
||||
@@ -6103,8 +6103,8 @@ void TestMeanWhile( INT32 iID )
|
||||
|
||||
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_POW );
|
||||
|
||||
pSoldier->sSectorX = 7;
|
||||
pSoldier->sSectorY = 14;
|
||||
pSoldier->sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
|
||||
pSoldier->sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user